Radiosol Walkthrough: Secrets, Locations & Transmitter Puzzle

Radiosol Walkthrough: Secrets, Locations & Transmitter Puzzle

Radiosol drops you into a ruined world where the Sun has become dangerous, and most of humanity has gone silent. You play as a strange spider-like survivor searching through abandoned cities, rail yards, industrial buildings, and underground facilities for answers.

The main route is a bit confusing because the game gives you landmarks and radio instructions instead of a clear objective marker. This Radiosol walkthrough covers the key locations, required items, transmitter puzzle, final route, and a few useful secrets.

Start: Reach Agglomeration 5

After waking up in the hole, climb out and follow the pipeline toward the city. You will receive an emergency alert, sign the document that transfers responsibility for you to a telecom company, and receive instructions from N3.

Your first destination is the metro station, which is the large building marked with a blue M.

metro station

When you reach the metro parking lot, you cannot enter through the main doors. N3 explains that another entrance should be available near Agglomeration 5.

How to reach Agglomeration 5

Go around the opposite side of the large sphere and follow the old railway tracks. The tracks are useful because they give you a clear route while keeping you in the shade for much of the trip.

Watch out for the spikeballs if you leave the main route.

Here’s the Agglomeration 5 Building:

Agglomeration 5 Building

When you reach the unfinished office building at Agglomeration 5, look for the cage-like structure and enter it.

cage-like structure

Follow the pipes down into the building.

After checking the large fan at the bottom, climb back to the top of the Agglomeration 5 building. From there, you can get a better view of the surrounding area and locate our next destination. Check the image below for the exact location.

Agglomeration 5 building

Get the Transmission Software and Digital Signature

From Agglomeration 5, go toward the train repair yard. You can follow the railway tracks to get there.

When you reach the towers, turn left at the flashing antenna. Pick up the transmission software, then move through the crack in the fence to reach the larger train tracks.

flashing antenna

Look for the inverted pyramid structure. This is exactly where you have to go next.

inverted pyramid

Once you reach it, you can interact with the train.

Send the train outside, then connect cars one and two. Leave the third car behind because it has something on it that can kill you.

cars one and two

Return to the train yard after interacting with the train. You can download the digital signature from the train car with the flashing lights.

You can collect these two items in either order, so you do not have to follow this exact sequence.

Get Night Vision at the Chemical Plant

Before going to the depot, we have to stop at the chemical plant.

Chemical Plant

Follow the railway tracks back around the Agglomeration 5 building. Look for the large industrial building with pipes running around it.

Chemical Plant

Go around to the back and find the large pit. There is a vent that you can crawl into.

vent

Follow the passage downward until you find a minecart. Interact with it to get the file that unlocks night vision.

minecart

Night vision becomes very useful later, so make sure you pick this up before entering the depot.

Find the Depot and Get Level Three Access

Now keep going on the tracks that lead to the incineration plant.

You will find a group of tanks sitting on a flatbed, and this is a useful landmark to check that you are getting close.

incineration plant

Climb onto the top of the structure nearby to get a better view.

The pyramid-shaped building you are seeing is the depot.

You need an access key to enter it. Find the body of one of the fallen spider-like creatures nearby and collect the key from it.

access key

Enter the depot, and you’ll go underground.

The area will change into a darker survival-horror section here. You will find an object that tells you which radio frequency you have to use.

radio frequency

Tune your radio to the indicated frequency to encounter Fat Larry.

Fat Larry

Get the Level Three Access

Fat Larry is much larger than the creatures you normally control, so approach it carefully.

You need to get close enough to Larry to take the Level Three access from him.

This is another place where the night vision file helps a lot, especially because of how dark the area is.

Get the Level Three Access

Once you have the required access, leave the area and continue toward the transmitter.

Solve the Transmitter Puzzle

The transmitter is near the large tower, but it is not inside the tower itself.

Look for the nearby cylindrical structure that resembles a water tank. Go inside and head down to the transmitter.

The transmitter

You will need to convert the transmitter’s technical signal coordinates into the civilian coordinate system.

The technical coordinates use a 0–1 scale, while the civilian coordinates use -100 to 100.

The important point is: 0.500 on either technical axis equals 0 on the civilian axis.

For example:

  • X = 0.750 → 50
  • Y = 0.250 → -50

So the required civilian coordinates are:

X = 50, Y = -50

You also need to set your own transmitter to X = 0.750 and Y = 0.250.

Solve the Transmitter Puzzle

Once the coordinates are set correctly, you can continue to the next part.

Return to Agglomeration 5

After solving the transmitter puzzle, return to the Agglomeration 5 building.

Go back down to the large fan you visited earlier. You can now shut the fan down.

Continue into the strange chamber beyond it.

Inside, you need to activate three sphere-bar power injectors.

power injectors
power injectors

Activate all three to restore power to the sphere.

Once the sphere comes back online, leave the chamber and head back toward the metro.

metro

Reach the Metro and Finish the Game

After restoring the sphere, the weather conditions will change rapidly as you make your way toward the metro station.

metro station

Return to the metro and open the door.

open the door

Go down into the station.

open the door

At the bottom, turn left. This will take you to the final section of the game.

That completes the main route of Radiosol.

Radiosol Secrets and Optional Items

There are several hidden locations worth checking out if you want extra lore and useful abilities.

Early Level Two Access Key

You can get a Level Two access key very early in the game.

Near the starting area, look for the hole that goes underground. Go down there to find:

Early Level Two Access Key
  • A lore document
  • An early Depot access key

This will allow you to obtain the depot access earlier than you normally would.

NEP Command Ship Horizon

From the large Radio 0 tower, look toward the northeast.

You will be able to see a crashed ship far in the desert. This is the NEP Command Ship Horizon.

NEP Command Ship Horizon

Visit the wreck to find additional lore. More importantly, it gives you marked waypoints for major locations when using binocular mode.

That will help in navigation when you are exploring the map.

Autopilot Program

You can find another useful secret in the far southeastern part of the map.

freight loading dock

Look for a freight loading dock. Behind the stacks of containers, find the gap at the back of the area and go down there.

autopilot program

You will find another dead spider-like creature. Download the file from it to obtain an autopilot program.

The program lets you walk straight forward without having to hold the W key.

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